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Skills Database

Skill

wz_earthspike

 Earth Spike - Active

Requirements: Endow Quake
Earth Spike
Max Level: 5
Type: Offensive, Level Selectable
SP Cost: 10 + 2*SkillLV
Target: 1 Enemy
Range: 9 cells
Cast Time: 0.7*SkillLV sec
Cool Down: 0.8 sec
Duration: Instant
Effect: Hits the targeted enemy with 1 Earth Element Spike per SkillLV for 100%*MATK damage each. Technically this is a normal Bolt-type spell using the Earth element.

wz_heavendrive

 Heaven's Drive - Active

Requirements: Earth Spike
Heaven's Drive
Max Level: 5
Type: Offensive
SP Cost: 24 + 4*SkillLV
Target: 1 cell
Range: 9 cells
ATK Type: Earth property, Long Range, Area, Magic attack
Cast Time: 1*SkillLV sec
Cool Down: 1 sec
Duration: Instant
Effect: Hits every enemy in a 5x5 cell area around the target cell with 1 Spike per SkillLV for 1*MATK damage each.

wz_estimation

 Sense - Active

Monster Property
Max Level: 1
Type: Active
SP Cost: 10
Target: 1 monster
Range: 9 cells
Cast Time: Instant
Cool Down: None
Duration: Until status window is closed.
Effect: Brings up a window with information about the targeted monster such as HP, element, level, etc at the time the spell is cast. Party members also see this window.

sa_advancedbook

 Study - Passive

Advanced Book
Max Level: 10
Type: Passive
Effect: Raises ATK by 3 and ASPD by 0.5% per SkillLV when using book type weapons.
[LV 1] ATK +3, +0.5% ASPD
[LV 2] ATK +6, +1.0% ASPD
[LV 3] ATK +9, +1.5% ASPD
[LV 4] ATK +12, +2.0% ASPD
[LV 5] ATK +15, +2.5% ASPD
[LV 6] ATK +18, +3.0% ASPD
[LV 7] ATK +21, +3.5% ASPD
[LV 8] ATK +24, +4.0% ASPD
[LV 9] ATK +27, +4.5% ASPD
[LV 10] ATK +30, +5.0% ASPD

sa_castcancel

 Cast Cancel - Active

Requirements: Study
Cast Cancel
Max Level: 5
Type: Active
SP Cost: 2
Target: Self
Cast Time: Instant
Cool Down: None
Duration: Instant
Effect: Cancels your own spell before it finishes casting. SP Cost of the interrupted spell is reduced based on skill level.
[LV 1] 10% SP Kept
[LV 2] 30% SP Kept
[LV 3] 50% SP Kept
[LV 4] 70% SP Kept
[LV 5] 90% SP Kept

sa_magicrod

 Magic Rod - Active

Requirements: Study
Magic Rod
Max Level: 5
Type: Active
SP Cost: 2
Target: Self
Cast Time: Instant
Cool Down: None
Duration: 0.2 + 0.2*SkillLV sec
Effect: This skill is able to absorb skills with Cast Time and whose damage is MATK based. Does not work on Area Spells. If an enemy Sage casts Spell Breaker and is countered with Magic Rod, the enemy will take 20% damage to their SP and those SP will be given to the caster.
This is like the Knight's Auto Counter, except it works on skills and not Physical attacks. The enemy skill must impact within the Active period for the counter to work, also moving ends the active period.
[LV 1] 0.4[s] Active Period/20% SP absorbed
[LV 2] 0.6[s] Active Period/40% SP absorbed
[LV 3] 0.8[s] Active Period/60% SP absorbed
[LV 4] 1.0[s] Active Period/80% SP absorbed
[LV 5] 1.2[s] Active Period/100% SP absorbed

sa_spellbreaker

 Spell Breaker - Active

Requirements: Magic Rod
Spell Breaker
Max Level: 5
Type: Active
SP Cost: 2
Target: Enemy
Range: 9 cells
Cast Time: 0.7 sec
Cool Down: None
Duration: Instant
Effect: This skill lets you cancel any skill with Cast Time (ANY skill).
When an enemy spell is canceled, the target gets 2% of its Maximum HP as damage and the Sage absorbs a percentage of the SP used for the broken spell, also if the SkillLV is 5, the sage will also absorb half the Physical damage done to the target.
The success rate of this skill against Boss monsters is 10%. If this Spell is cast on an other Sage that uses Magic Rod, Magic Rod is not broken and the Spell Breaker caster loses 20% SP.
[LV 1] 0% SP Absorbed
[LV 2] 25% SP Absorbed
[LV 3] 50% SP Absorbed
[LV 4] 75% SP Absorbed
[LV 5] 100% SP Absorbed, 1% HP Absorbed

sa_freecast

 Free Cast - Passive

Requirements: Cast Cancel
Free Cast
Max Level: 10
Type: Passive
Effect: Allows movement and attack while casting spells.
Unlike claimed on official websites, this skill gives no attack speed penalty on official servers.
[LV 1] 30% Move Speed/55% ATK Speed
[LV 2] 35% Move Speed/60% ATK Speed
[LV 3] 40% Move Speed/65% ATK Speed
[LV 4] 45% Move Speed/70% ATK Speed
[LV 5] 50% Move Speed/75% ATK Speed
[LV 6] 55% Move Speed/80% ATK Speed
[LV 7] 60% Move Speed/85% ATK Speed
[LV 8] 65% Move Speed/90% ATK Speed
[LV 9] 70% Move Speed/95% ATK Speed
[LV 10] 75% Move Speed/100% ATK Speed

sa_autospell

 Hindsight - Active

Requirements: Free Cast
Auto Spell
Max Level: 10
Type: Active
SP Cost: 35
Target: Self
Cast Time: 3 sec
Cool Down: None
Duration: 90 + 30*SkillLV sec
Effect: Every time the caster does a melee attack (which does NOT have to hit) there is a chance that he automatically casts a certain spell. The Sage must know the autocasted spell, and the SP Cost for them is 2/3 the normal cost.
If a chosen skill is level 3, Auto Spell casts the skill with a level of 1 to 3 randomly with a chance of casting the level 1 version 50% of the time, the level 2 version 35% of the time, and the level 3 version 15% of the time.
[LV 1] up to LV 3 Napalm Beat/7% overall autocast chance
[LV 2] up to LV 1 Elemental Bolt/9% overall autocast chance
[LV 3] up to LV 2 Elemental Bolt/11% overall autocast chance
[LV 4] up to LV 3 Elemental Bolt/13% overall autocast chance
[LV 5] up to LV 1 Soul Strike/15% overall autocast chance
[LV 6] up to LV 2 Soul Strike/17% overall autocast chance
[LV 7] up to LV 3 Soul Strike/20% overall autocast chance
[LV 8] up to LV 1 Fire Ball/22% overall autocast chance
[LV 9] LV 2 Fire Ball/23% cast chance
[LV 10] LV 1 Frost Diver/25% cast chance

sa_flamelauncher

 Endow Blaze - Active

Requirements: Fire Bolt , Study
Flare Launcher
Max Level: 5
Type: Active
SP Cost: 40
Target: Ally
Range: 9 cells
Cast Time: 3 sec
Cool Down: 1 sec
Duration: 20 min, 30 min at LV 5
Effect: Enchants a weapon with the fire element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon.
Requires 1 Red Blood to use.
[LV 1] 70% Chance to Work
[LV 2] 80% Chance to Work
[LV 3] 90% Chance to Work
[LV 4] 100% Chance to Work
[LV 5] 100% Chance to Work, 30 min duration

sa_frostweapon

 Endow Tsunami - Active

Requirements: Cold Bolt , Study
Frost Weapon
Max Level: 5
Type: Active
SP Cost: 40
Target: Ally
Range: 9 cells
Cast Time: 3 sec
Cool Down: 1 sec
Duration: 20 min, 30 min at LV 5
Effect: Enchants a weapon with the ice element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon.
Requires 1 Crystal Blue to use.
[LV 1] 70% Chance to Work
[LV 2] 80% Chance to Work
[LV 3] 90% Chance to Work
[LV 4] 100% Chance to Work
[LV 5] 100% Chance to Work, 30 min duration

sa_lightningloader

 Endow Tornado - Active

Requirements: Lightning Bolt , Study
Lightning Loader
Max Level: 5
Type: Active
SP Cost: 40
Target: Ally
Range: 9 cells
Cast Time: 3 sec
Cool Down: 1 sec
Duration: 20 min, 30 min at LV 5
Effect: Enchants a weapon with the wind element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon.
Requires 1 Wind of Verdure to use.
[LV 1] 70% Chance to Work
[LV 2] 80% Chance to Work
[LV 3] 90% Chance to Work
[LV 4] 100% Chance to Work
[LV 5] 100% Chance to Work, 30 min duration

sa_seismicweapon

 Endow Quake - Active

Requirements: Stone Curse , Study
Seismic Weapon
Max Level: 5
Type: Active
SP Cost: 40
Target: Ally
Range: 9 cells
Cast Time: 3 sec
Cool Down: 1 sec
Duration: 20 min, 30 min at LV 5
Effect: Enchants a weapon with the earth element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon.
Requires 1 Green Live to use.
[LV 1] 70% Chance to Work
[LV 2] 80% Chance to Work
[LV 3] 90% Chance to Work
[LV 4] 100% Chance to Work
[LV 5] 100% Chance to Work, 30 min duration

sa_dragonology

 Dragonology - Passive

Requirements: Study
Dragonology
Max Level: 5
Type: Passive
Effect: Increases Attack Power, MATK and DEF against Dragon type monsters by 4% per SkillLV. Also passively increases your INT depending on SkillLV.
[LV 1] +4% MATK and DEF, +1 INT
[LV 2] +8% MATK and DEF, +1 INT
[LV 3] +12% MATK and DEF, +2 INT
[LV 4] +16% MATK and DEF, +2 INT
[LV 5] +20% MATK and DEF, +3 INT

sa_volcano

 Volcano - Active

Requirements: Endow Blaze
Volcano
Max Level: 5
Type: Active, Area Enchantment
SP Cost: 50 - 2*SkillLV
Range: 2 cells
Target: 7x7 cells Area
Cast Time: 5 sec
Cool Down: 1 sec
Duration: SkillLV min
Effect: This skill enchants an area and buffs up all Fire elemental attacks inside of it and the attacks of those who are Fire elemental, i.e. wearing Pasana carded armor.
This skill (like the others) cannot be cast over one another or double cast on top of it. You can only have one area enchantment out. Ice Wall can't be cast on a Volcano. It will last 1*SkillLV minutes.
The skill level determines the % Fire elemental attacks get amplified, the amount of ATK Fire elemental armor wearers get. Requires 1 Yellow Gemstone to use.
[LV 1] +10% DMG for Fire Attacks/+10 ATK for Fire armor wearer
[LV 2] +14% DMG for Fire Attacks/+20 ATK for Fire armor wearer
[LV 3] +17% DMG for Fire Attacks/+30 ATK for Fire armor wearer
[LV 4] +19% DMG for Fire Attacks/+40 ATK for Fire armor wearer
[LV 5] +20% DMG for Fire Attacks/+50 ATK for Fire armor wearer

sa_deluge

 Deluge - Active

Requirements: Endow Tsunami
Deluge
Max Level: 5
Type: Active, Area Enchantment
SP Cost: 50 - 2*SkillLV
Range: 2 cells
Target: 7x7 cells Area
Cast Time: 5 sec
Cool Down: 1 sec
Duration: SkillLV min
Effect: In the area of effect all Water elemental attacks are amplified and the Maximum HP of anyone who is wearing water armor (i.e. Swordfish carded) is increased. You can only have one area enchantment out.
Waterball and Aqua Benedicta can be cast on a Deluge. Also note that using these skills on Deluge will deplete the cells of water in it. This skill (like the others) cannot be cast over one another or double cast on top of itself.
Ice Wall cannot be cast on a Deluge. Requires 1 Yellow Gemstone to use.
[LV 1] +10% DMG from Water Attacks/+5% Maximum HP for Water Armor
[LV 2] +14% DMG from Water Attacks/+9% Maximum HP for Water Armor
[LV 3] +17% DMG from Water Attacks/+12% Maximum HP for Water Armor
[LV 4] +19% DMG from Water Attacks/+14% Maximum HP for Water Armor
[LV 5] +20% DMG from Water Attacks/+15% Maximum HP for Water Armor

sa_violentgale

 Whirlwind - Active

Requirements: Endow Tornado
Violent Gale
Max Level: 5
Type: Active, Area Enchantment
SP Cost: 50 - 2*SkillLV
Target: 7x7 cells Area
Range: 2 cells
Cast Time: 5 sec
Cool Down: 1 sec
Duration: SkillLV min
Effect: In a Violent Gale, all Wind elemental attacks get amplified and the Flee Rate of Wind elemental players (i.e. Dokebi carded armor wearers) is increased. Also, Fire Wall lasts 150% longer in a Violent Gale.
You can't cast Ice Wall on a Violent Gale. You can only have one area enchantment out. This skill (like the others) cannot be cast over one another or double cast on top of itself. Requires 1 Yellow Gemstone to use.
[LV 1] +10% DMG for Wind Attacks/+3 Flee Rate for Wind Armor
[LV 2] +14% DMG for Wind Attacks/+6 Flee Rate for Wind Armor
[LV 3] +17% DMG for Wind Attacks/+8 Flee Rate for Wind Armor
[LV 4] +19% DMG for Wind Attacks/+12 Flee Rate for Wind Armor
[LV 5] +20% DMG for Wind Attacks/+15 Flee Rate for Wind Armor

sa_landprotector

 Magnetic Earth - Active

Requirements: Volcano , Deluge, Whirlwind
Land Protector
Max Level: 5
Type: Active, Area Enchantment
SP Cost: 70 - 4*SkillLV
Target: Ground
Range: 3 cells
Cast Time: 5 sec
Cool Down: 1 sec
Duration: 120 + 45*SkillLV sec
Area: See below
Effect: Shields an area from all area spells. Any skills that target the ground do not deal damage or do their effect. Skills such as Storm Gust, Fire Wall, etc. will do nothing.
Also removes any area spells already placed in the area. Requires 1 Yellow Gemstone and 1 Blue Gemstone to use.
[LV 1] Area 7x7 cells
[LV 2] Area 7x7 cells
[LV 3] Area 9x9 cells
[LV 4] Area 9x9 cells
[LV 5] Area 11x11 cells

sa_dispell

 Dispell - Active

Requirements: Spell Breaker
Dispell
Max Level: 5
Type: Active
SP Cost: As casted spell
Target: Enemy
Range: 9 cells
Cast Time: 2 sec
Cool Down: None
Duration: Instant
Effect: Cancel all magical effects on target. Success chance based on skill level and enemy MDEF with a base chance of (50+10*SkillLV)%. Requires 1 Yellow Gemstone to use.
[LV 1] 60% Base Success Rate
[LV 2] 70% Base Success Rate
[LV 3] 80% Base Success Rate
[LV 4] 90% Base Success Rate
[LV 5] 100% Base Success Rate

sa_abracadabra

 Hocus-pocus - Active

Requirements: Hindsight , Dispell, Magnetic Earth
Abracadabra
Max Level: 10
Type: Random
Target: Random
SP Cost: 50
Cast Time: As casted spell
Cool Down: As casted spell
Duration: As casted spell
Effect: Casts a random skill (can be ANY player skill e.g. Auto Counter or Hide and some special skills) at your own skill level. May produce some odd and funny effects.
Requires 2 Yellow Gemstones to use, and anything the produced skill would require e.g. Trap, Blue Gem or Red Gem. The produced skill will change in a random pattern with each cast.
Even with catalyst reducing items (Mistress Card) or buffs (Bard/Dancer Into the Abyss) the cost will not drop below 1 Yellow Gemstone. A For-Fun-Skill.

sa_createcon

 Create Elemental Converter - Active

Create Elemental Converter
Max Level: 1
Type: Active
SP Cost: 30
Target: None
Range: None
Cast Time: Unknown
Cool Down: Unknown
Duration: Instant
Effect: Create an Elemental Converter item.
Recipes:
- Flame Elemental Converter:
3 Scorpion Tail + 1 Blank Scroll
- Seismic Elemental Converter:
3 Horn + 1 Blank Scroll
- Lightning Elemental Converter:
3 Rainbow Shell + 1 Blank Scroll
- Frost Elemental Converter:
3 Snail's Shell + 1 Blank Scroll

sa_elementwater

 Elemental Change Water - Active

Elemental Change (Water)
Max Level: 1
Type: Active
SP Cost: 30
Target: Monster
Range: Unknown
Cast Time: Unknown
Cool Down: Unknown
Duration: Instant
Effect: Change the target monster's elemental property to Water, uses up a Frost Elemental Converter.

sa_elementground

 Elemental Change Earth - Active

Elemental Change (Earth)
Max Level: 1
Type: Active
SP Cost: 30
Target: Monster
Range: Unknown
Cast Time: Unknown
Cool Down: Unknown
Duration: Instant
Effect: Change the target monster's elemental property to Earth, uses up a Seismic Elemental Converter.

sa_elementfire

 Elemental Change Fire - Active

Elemental Change (Fire)
Max Level: 1
Type: Active
SP Cost: 30
Target: Monster
Range: Unknown
Cast Time: Unknown
Cool Down: Unknown
Duration: Instant
Effect: Change the target monster's elemental property to Fire, uses up a Flame Elemental Converter.

sa_elementwind

 Elemental Change Wind - Active

Elemental Change (Wind)
Max Level: 1
Type: Active
SP Cost: 30
Target: Monster
Range: Unknown
Cast Time: Unknown
Cool Down: Unknown
Duration: Instant
Effect: Change the target monster's elemental property to Wind, uses up a Lightning Elemental Converter.

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